Research

Knowledge for your whole realm
Technology tree, costs and effects

All 23 technologies with requirements, costs, duration and effects – drawn as a dependency tree from the very master data the game uses.

Technologies
23
Tiers
5
Total gold
7,350
Avg. duration
1.7 h
Research core
The research core A glass armillary sphere, circled by the six research areas of the game. Each area is marked with its own emblem. CRAFT LOGISTICS SEAFARING TRADE SCHOLARSHIP MILITARY
Straight from the master data To the technologies

Six areas

The research areas

The technologies of the game bundle into six areas. Each one brings its own emblem – the same classification as in the technology tree and the register.

  • 7Technologies

    Craft & Production

    Crop rotation, mining, smelting and master crafts – everything that makes workshops faster and more productive.

  • 3Technologies

    Transport & Storage

    Roads, carriers, warehouses and granaries – the logistics behind every delivery.

  • 3Technologies

    Seafaring & Exploration

    Navigation, cartography and deep-sea shipping open the waterways of your realm.

  • 4Technologies

    Trade & Administration

    Contracts, banking, taxes and guilds – the administration that manages your prosperity.

  • 3Technologies

    Scholarship & Architecture

    Scholarship, architecture and monumental building – knowledge that becomes a landmark.

  • 3Technologies

    Military & Troops

    Tactics, field medicine and siege engineering for the troops on your coast.

Dependencies

The technology tree

From left to right: each column is one level deeper. A technology can only be researched once all its predecessors are complete – the lines show exactly that dependency.

Tree of technologies

23 technologies in 5 levels

Master data
Technology tree All technologies of the game, ordered by level and connected with their requirements. 01 Crop rotation 1 h 02 Fish farm 1 h 03 Mining 1.5 h 04 Glassblowing 1.5 h 05 Metallurgy 1.5 h 06 Deep mining 2 h 07 Master crafts 2.5 h 08 Transport 1 h 09 Warehousing 1.5 h 10 Granary 1 h 11 Seafaring 2 h 12 Cartography 1.5 h 13 Ocean shipbuilding 2.5 h 14 Commerce 2 h 15 Banking 2 h 16 Civic administration 1 h 17 Guilds 1.5 h 18 Scholarship 1.5 h 19 Architecture 2 h 20 Monumental building 3 h 21 Tactical training 1 h 22 Field medicine 1.5 h 23 Siege engineering 2 h

Swipe sideways for the whole tree

Craft & Production 7 Transport & Storage 3 Seafaring & Exploration 3 Trade & Administration 4 Scholarship & Architecture 3 Military & Troops 3

Effect profile

How the effects are distributed across the six research areas

Analysis
23 TECHNOLOGIES
  • Craft & Production 7
  • Transport & Storage 2
  • Seafaring & Exploration 4
  • Trade & Administration 3
  • Scholarship & Architecture 3
  • Military & Troops 3

All kinds of effect

  • Workshop speed 6
  • Ship speed 2
  • Exploration 2
  • New deposits 1
  • Carrier speed 1
  • Storage capacity 1
  • Offers at the harbour 1
  • Upkeep 1
  • Tax income 1
  • Research speed 1
  • Build speed 1
  • Great projects 1
  • Troop training 1
  • Troop recovery 1
  • Siege 1

Most expensive research

Monumental building

800 Gold

Longest study time

Monumental building

3 h

Biggest lever

Master crafts

+60 %

Deepest chain

Ocean shipbuilding

Level 5

Technology register

All technologies in detail

Every technology with costs, duration, requirements and effects – filterable by area and full text.

Master data

01Craft

Crop rotation

Level 1

Rotating fields yield more: grain farms, hop gardens and vineyards work faster.

Duration
1 h
Gold
120
Goods
1

Goods cost

15 Paper

Effect

  • Workshop speed Grain farm +12 %, Hop garden +12 %, Vineyard +12 %

02Craft

Fish farm

Level 2

Ponds on the shore deliver fish reliably: unlocks the fish farm, fishers work faster.

Duration
1 h
Gold
140
Goods
2

Goods cost

15 Paper 20 Planks

Requirements

Effect

  • Workshop speed Fisherman +10 %

Unlocks

03Craft

Mining

Level 2

Better tunnels and tools: the quarry and all mines work faster.

Duration
1.5 h
Gold
160
Goods
2

Goods cost

20 Paper 3 Tools

Requirements

Effect

  • Workshop speed Quarry +12 %, Coal mine +12 %, Gold mine +12 %, Iron mine +12 %

04Craft

Glassblowing

Level 3

Sand, fire and patience: unlocks the sand pit and the glassworks.

Duration
1.5 h
Gold
220
Goods
2

Goods cost

25 Paper 4 Tools

Requirements

05Craft

Metallurgy

Level 3

Hotter furnaces and better alloys: smelters and toolsmiths work faster.

Duration
1.5 h
Gold
260
Goods
2

Goods cost

10 Iron 30 Paper

Requirements

Effect

  • Workshop speed Smelter +15 %, Toolsmith +15 %

06Craft

Deep mining

Level 4

Deeper shafts and better pumps: new mines and quarries have larger deposits.

Duration
2 h
Gold
380
Goods
3

Goods cost

10 Iron 40 Paper 8 Tools

Requirements

Effect

  • New deposits +25 %

07Craft

Master crafts

Level 4

Guilds train masters: weavers, breweries, goldsmiths, wineries and glassworks work faster.

Duration
2.5 h
Gold
450
Goods
3

Goods cost

20 Cloth 10 Glass 45 Paper

Effect

  • Workshop speed Weaver +12 %, Winery +12 %, Brewery +12 %, Goldsmith +12 %, Glassworks +12 %

08Logistics

Transport

Level 1

Improved roads and trained carriers: your carriers travel faster.

Duration
1 h
Gold
200
Goods
1

Goods cost

25 Paper

Effect

  • Carrier speed +12 %

09Logistics

Warehousing

Level 2

Taller shelves and tidy bookkeeping: storage capacity of all settlements increases.

Duration
1.5 h
Gold
260
Goods
2

Goods cost

30 Paper 20 Planks

Requirements

Effect

  • Storage capacity +10 %

10Logistics

Granary

Level 3

Airy storage buildings: unlocks the granary.

Duration
1 h
Gold
240
Goods
2

Goods cost

25 Paper 30 Planks

Requirements

Unlocks

11Seafaring

Seafaring

Level 3

Experienced captains: all ships travel faster – trade, transports and expeditions.

Duration
2 h
Gold
320
Goods
2

Goods cost

10 Cloth 35 Paper

Requirements

Effect

  • Ship speed +15 %

12Seafaring

Cartography

Level 4

Surveyed coasts and star charts: exploration voyages into near and open waters.

Duration
1.5 h
Gold
360
Goods
2

Goods cost

10 Cloth 35 Paper

Requirements

Effect

  • Exploration nearby waters and open sea

13Seafaring

Ocean shipbuilding

Level 5

Larger hulls for long voyages: ships travel faster, explorations reach distant seas too.

Duration
2.5 h
Gold
520
Goods
3

Goods cost

20 Cloth 45 Paper 60 Planks

Requirements

Effect

  • Ship speed +10 %
  • Exploration distant seas

14Trade

Commerce

Level 4

Negotiating skill: one additional delivery contract is posted at your harbour.

Duration
2 h
Gold
400
Goods
2

Goods cost

15 Cloth 40 Paper

Requirements

Effect

  • Offers at the harbour +1 %

15Trade

Banking

Level 5

Bills of exchange and credit: the upkeep of your buildings drops.

Duration
2 h
Gold
480
Goods
2

Goods cost

45 Paper 5 Jewellery

Requirements

Effect

  • Upkeep +25 %

16Trade

Civic administration

Level 1

Clerks and tax rolls: your settlements collect more taxes.

Duration
1 h
Gold
180
Goods
1

Goods cost

20 Paper

Effect

  • Tax income +5 %

17Trade

Guilds

Level 2

Guilds and inns: unlocks the tavern, breweries work faster.

Duration
1.5 h
Gold
260
Goods
2

Goods cost

15 Beer 25 Paper

Effect

  • Workshop speed Brewery +10 %

Unlocks

18Scholarship

Scholarship

Level 2

Teachers, students and books: every further research goes faster.

Duration
1.5 h
Gold
300
Goods
1

Goods cost

40 Paper

Effect

  • Research speed +15 %

19Scholarship

Architecture

Level 3

Scaffolds, cranes and plans: construction and upgrades take less time.

Duration
2 h
Gold
380
Goods
3

Goods cost

40 Paper 40 Stone 8 Tools

Requirements

Effect

  • Build speed +20 %

20Scholarship

Monumental building

Level 4

The art of great structures: unlocks the great projects in your Hanseatic cities.

Duration
3 h
Gold
800
Goods
3

Goods cost

20 Glass 60 Paper 10 Jewellery

Effect

  • Great projects Hanseatic cities

21Military

Tactical training

Level 1

Unlocks the weaponsmith, weapon kits and two specialisations per squad type from Experienced rank.

Duration
1 h
Gold
220
Goods
2

Goods cost

8 Iron 25 Paper

Effect

  • Troop training specialisations and weapon sets

22Military

Field medicine

Level 2

Reduces landing squad recovery after future missions by 20 percent.

Duration
1.5 h
Gold
280
Goods
2

Goods cost

12 Cloth 30 Paper

Requirements

Effect

  • Troop recovery +20 %

23Military

Siege engineering

Level 2

Unlocks siege equipment for experienced pioneer squads. Weapons and tools supply every mission.

Duration
2 h
Gold
420
Goods
3

Goods cost

40 Paper 6 Tools 8 Weapons

Requirements

Effect

  • Siege equipment for experienced pioneers

Key figures

At a glance

The full overview of all technologies – the very numbers that apply in the game.

All technologies with level, duration, costs and effects
# Technology Area Level Duration Gold Goods Requirements Effect
01 Crop rotation Craft & Production 1 1 h 120 1 none Workshop speed Grain farm +12 %, Hop garden +12 %, Vineyard +12 %
02 Fish farm Craft & Production 2 1 h 140 2 Crop rotation Workshop speed Fisherman +10 %
03 Mining Craft & Production 2 1.5 h 160 2 Crop rotation Workshop speed Quarry +12 %, Coal mine +12 %, Gold mine +12 %, Iron mine +12 %
04 Glassblowing Craft & Production 3 1.5 h 220 2 Mining Unlocks
05 Metallurgy Craft & Production 3 1.5 h 260 2 Mining Workshop speed Smelter +15 %, Toolsmith +15 %
06 Deep mining Craft & Production 4 2 h 380 3 Metallurgy New deposits +25 %
07 Master crafts Craft & Production 4 2.5 h 450 3 Metallurgy, Glassblowing Workshop speed Weaver +12 %, Winery +12 %, Brewery +12 %, Goldsmith +12 %, Glassworks +12 %
08 Transport Transport & Storage 1 1 h 200 1 none Carrier speed +12 %
09 Warehousing Transport & Storage 2 1.5 h 260 2 Transport Storage capacity +10 %
10 Granary Transport & Storage 3 1 h 240 2 Warehousing Unlocks
11 Seafaring Seafaring & Exploration 3 2 h 320 2 Warehousing Ship speed +15 %
12 Cartography Seafaring & Exploration 4 1.5 h 360 2 Seafaring Exploration nearby waters and open sea
13 Ocean shipbuilding Seafaring & Exploration 5 2.5 h 520 3 Cartography Ship speed +10 % · Exploration distant seas
14 Commerce Trade & Administration 4 2 h 400 2 Seafaring Offers at the harbour +1 %
15 Banking Trade & Administration 5 2 h 480 2 Commerce Upkeep +25 %
16 Civic administration Trade & Administration 1 1 h 180 1 none Tax income +5 %
17 Guilds Trade & Administration 2 1.5 h 260 2 Civic administration Workshop speed Brewery +10 %
18 Scholarship Scholarship & Architecture 2 1.5 h 300 1 Civic administration Research speed +15 %
19 Architecture Scholarship & Architecture 3 2 h 380 3 Guilds Build speed +20 %
20 Monumental building Scholarship & Architecture 4 3 h 800 3 Architecture, Scholarship Great projects Hanseatic cities
21 Tactical training Military & Troops 1 1 h 220 2 none Troop training specialisations and weapon sets
22 Field medicine Military & Troops 2 1.5 h 280 2 Tactical training Troop recovery +20 %
23 Siege engineering Military & Troops 2 2 h 420 3 Tactical training Siege equipment for experienced pioneers

Next step

Which technology first?

The guide explains which research pays off first – depending on whether you want to produce, explore or trade first.